remove inventory service preserving code from SceneSetupHelpers too
parent
f375a5e9cb
commit
2fa8fc5052
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@ -57,10 +57,6 @@ namespace OpenSim.Tests.Common.Setup
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/// </summary>
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/// </summary>
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public class SceneSetupHelpers
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public class SceneSetupHelpers
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{
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{
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// These static variables in order to allow regions to be linked by shared modules and same
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// CommunicationsManager.
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private static ISharedRegionModule m_inventoryService = null;
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/// <summary>
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/// <summary>
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/// Set up a test scene
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/// Set up a test scene
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/// </summary>
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/// </summary>
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@ -81,24 +77,9 @@ namespace OpenSim.Tests.Common.Setup
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/// <returns></returns>
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/// <returns></returns>
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public static TestScene SetupScene(String realServices)
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public static TestScene SetupScene(String realServices)
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{
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{
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return SetupScene(
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return SetupScene("Unit test region", UUID.Random(), 1000, 1000, realServices);
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"Unit test region", UUID.Random(), 1000, 1000, realServices);
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}
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}
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// REFACTORING PROBLEM. No idea what the difference is with the previous one
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///// <summary>
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///// Set up a test scene
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///// </summary>
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/////
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///// <param name="realServices">Starts real inventory and asset services, as opposed to mock ones, if true</param>
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///// <param name="cm">This should be the same if simulating two scenes within a standalone</param>
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///// <returns></returns>
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//public static TestScene SetupScene(String realServices)
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//{
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// return SetupScene(
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// "Unit test region", UUID.Random(), 1000, 1000, "");
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//}
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/// <summary>
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/// <summary>
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/// Set up a test scene
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/// Set up a test scene
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/// </summary>
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/// </summary>
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@ -110,7 +91,7 @@ namespace OpenSim.Tests.Common.Setup
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/// <returns></returns>
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/// <returns></returns>
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public static TestScene SetupScene(string name, UUID id, uint x, uint y)
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public static TestScene SetupScene(string name, UUID id, uint x, uint y)
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{
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{
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return SetupScene(name, id, x, y,"");
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return SetupScene(name, id, x, y, "");
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}
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}
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/// <summary>
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/// <summary>
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@ -156,16 +137,12 @@ namespace OpenSim.Tests.Common.Setup
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// For now, always started a 'real' authentication service
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// For now, always started a 'real' authentication service
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StartAuthenticationService(testScene, true);
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StartAuthenticationService(testScene, true);
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if (realServices.Contains("inventory"))
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LocalInventoryServicesConnector inventoryService = StartInventoryService(testScene, realServices.Contains("inventory"));
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StartInventoryService(testScene, true);
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else
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StartInventoryService(testScene, false);
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StartGridService(testScene, true);
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StartGridService(testScene, true);
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LocalUserAccountServicesConnector userAccountService = StartUserAccountService(testScene);
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LocalUserAccountServicesConnector userAccountService = StartUserAccountService(testScene);
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LocalPresenceServicesConnector presenceService = StartPresenceService(testScene);
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LocalPresenceServicesConnector presenceService = StartPresenceService(testScene);
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m_inventoryService.PostInitialise();
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inventoryService.PostInitialise();
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assetService.PostInitialise();
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assetService.PostInitialise();
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userAccountService.PostInitialise();
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userAccountService.PostInitialise();
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presenceService.PostInitialise();
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presenceService.PostInitialise();
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@ -181,11 +158,6 @@ namespace OpenSim.Tests.Common.Setup
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testScene.PhysicsScene
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testScene.PhysicsScene
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= physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", new IniConfigSource(), "test");
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= physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", new IniConfigSource(), "test");
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// It's really not a good idea to use static variables as they carry over between tests, leading to
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// problems that are extremely hard to debug. Really, these static fields need to be eliminated -
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// tests using multiple regions that need to share modules need to find another solution.
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m_inventoryService = null;
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testScene.RegionInfo.EstateSettings = new EstateSettings();
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testScene.RegionInfo.EstateSettings = new EstateSettings();
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testScene.LoginsDisabled = false;
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testScene.LoginsDisabled = false;
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@ -233,9 +205,9 @@ namespace OpenSim.Tests.Common.Setup
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//m_authenticationService = service;
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//m_authenticationService = service;
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}
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}
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private static void StartInventoryService(Scene testScene, bool real)
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private static LocalInventoryServicesConnector StartInventoryService(Scene testScene, bool real)
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{
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{
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ISharedRegionModule inventoryService = new LocalInventoryServicesConnector();
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LocalInventoryServicesConnector inventoryService = new LocalInventoryServicesConnector();
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IConfigSource config = new IniConfigSource();
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IConfigSource config = new IniConfigSource();
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config.AddConfig("Modules");
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config.AddConfig("Modules");
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config.AddConfig("InventoryService");
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config.AddConfig("InventoryService");
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@ -255,7 +227,8 @@ namespace OpenSim.Tests.Common.Setup
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inventoryService.AddRegion(testScene);
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inventoryService.AddRegion(testScene);
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inventoryService.RegionLoaded(testScene);
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inventoryService.RegionLoaded(testScene);
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testScene.AddRegionModule(inventoryService.Name, inventoryService);
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testScene.AddRegionModule(inventoryService.Name, inventoryService);
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m_inventoryService = inventoryService;
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return inventoryService;
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}
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}
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private static LocalGridServicesConnector StartGridService(Scene testScene, bool real)
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private static LocalGridServicesConnector StartGridService(Scene testScene, bool real)
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@ -423,7 +396,7 @@ namespace OpenSim.Tests.Common.Setup
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/// <summary>
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/// <summary>
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/// Add a root agent.
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/// Add a root agent.
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/// </summary>
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/// </summary>
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///
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/// <remarks>
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/// This function
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/// This function
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///
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///
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/// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the
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/// 1) Tells the scene that an agent is coming. Normally, the login service (local if standalone, from the
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@ -434,7 +407,7 @@ namespace OpenSim.Tests.Common.Setup
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///
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///
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/// This function performs actions equivalent with notifying the scene that an agent is
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/// This function performs actions equivalent with notifying the scene that an agent is
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/// coming and then actually connecting the agent to the scene. The one step missed out is the very first
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/// coming and then actually connecting the agent to the scene. The one step missed out is the very first
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///
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/// </remarks>
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/// <param name="scene"></param>
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/// <param name="scene"></param>
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/// <param name="agentData"></param>
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/// <param name="agentData"></param>
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/// <returns></returns>
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/// <returns></returns>
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